#version 330 core

layout(location=0) in vec3 Pos;
layout(location=1) in vec2 texturePos;
out vec2 OutTexturePos;
uniform mat4 M_Projection;
uniform mat4 M_View;
uniform mat4 M_Model_L;
uniform mat4 M_Model_R;

void main(){
  gl_Position=M_Projection*M_View*M_Model_L*M_Model_R*vec4(Pos,1.0f);
  OutTexturePos=vec2(texturePos.x,1.0-texturePos.y);
}
